Reputation: 1841
Here's my html document:
<html>
<head>
<meta charset="utf-8">
<title>Automapper Editor</title>
</head>
<body>
<nobr>
<script>
var img = new Image()
img.src = "grass_main_0.7.png"
for(var y=0; y < 16; y++) {
for(var x=0; x < 16; x++) {
var tilecanvas = document.createElement("canvas")
var tilectx = tilecanvas.getContext("2d")
tilecanvas.width = 64
tilecanvas.height = 64
tilecanvas.draggable = true
tilectx.drawImage(img, x*64, y*64, 64, 64, 0, 0, 64, 64)
document.body.appendChild(tilecanvas)
}
document.body.appendChild(document.createElement("br"))
}
</script>
</nobr>
</body>
</html>
I want to split an image with the size of 1024 pixel in 16 images with the size of 64 pixel. Then i want to draw them on canvas and write them to the document. This are my problems:
tilecanvas.draggable = true
doesn't work, this should do the same as <canvas draggable="true">
.<nobr>
tag doesn't prevent the canvas from wrapping, but i want them to stay 16x16 on the screen.Upvotes: 0
Views: 243
Reputation: 105015
As said by RienNeVaPlu͢s & Ken Fyrstenberg, make sure you give your image time to load with onload
.
Here's a proof-of-concept allowing html drag-drop of a spliced image-canvases:
https://jsfiddle.net/m1erickson/g9nfuved/
<!doctype html>
<html>
<head>
<link rel="stylesheet" type="text/css" media="all" href="css/reset.css" /> <!-- reset css -->
<script src="https://code.jquery.com/jquery-2.1.1.min.js"></script>
<style>
body{ background-color: ivory; padding:10px; }
canvas{border:1px solid red; margin-left:0px;}
#dropzone{width:250px;height:50px;border:1px solid blue;}
</style>
<script>
$(function(){
var $results=$('#results');
var img=new Image();
img.onload=start;
img.src="https://dl.dropboxusercontent.com/u/139992952/stackoverflow/facesSmall.png";
function start(){
var w=img.width/4;
var h=img.height;
for(var x=0; x < 4; x++) {
var tilecanvas = document.createElement("canvas");
var tilectx = tilecanvas.getContext("2d");
tilecanvas.width = w;
tilecanvas.height = h;
tilecanvas.draggable = true
tilecanvas.id='canvas'+x;
tilectx.drawImage(img, x*w,0,w,h, 0, 0, w, h)
document.body.appendChild(tilecanvas)
tilecanvas.addEventListener('dragstart', function(e){
e.dataTransfer.setData('text',e.target.id);
}, false);
tilecanvas.addEventListener('dragenter', handleEvents, false);
tilecanvas.addEventListener('dragover', handleEvents, false);
tilecanvas.addEventListener('dragleave', handleEvents, false);
tilecanvas.addEventListener('dragend', handleEvents, false);
}
document.body.appendChild(document.createElement("br"))
var dropzone=document.getElementById('dropzone');
dropzone.addEventListener('dragover',function(e){e.preventDefault(); return(false);});
dropzone.addEventListener('dragenter',function(e){return(false);});
dropzone.addEventListener('drop',function(e){
$results.text('You dropped: '+e.dataTransfer.getData('text'));
return(false);
});
}
function handleEvents(e){ return(false); }
}); // end $(function(){});
</script>
</head>
<body>
<h4 id='results'>Drag 1+ of the image strips</h4>
<div id='dropzone' droppable='true'>Drop Here.</div>
</body>
</html>
Upvotes: 1
Reputation:
You can solve it by:
Live example
(note: added random alpha for the tiles/demo to increase visibility)
var img = new Image();
img.onload = render;
img.src = "http://www.psdgraphics.com/file/colorful-triangles-background.jpg";
function render() {
var cont = document.getElementById("cont");
for (var y = 0; y < 16; y++) {
for (var x = 0; x < 16; x++) {
var tilecanvas = document.createElement("canvas");
var tilectx = tilecanvas.getContext("2d");
tilecanvas.width = 64;
tilecanvas.height = 64;
tilecanvas.draggable = true;
tilectx.globalAlpha = Math.random() + 0.5; // just to increase visuals
tilectx.drawImage(img, x * 64, y * 64, 64, 64, 0, 0, 64, 64);
cont.appendChild(tilecanvas);
}
}
}
#cont {width: 1024px;border: 1px solid #000}
canvas {float:left}
<div id="cont"></div>
Upvotes: 1